resource cap colours

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Okishib
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resource cap colours

Post by Okishib » Tue Oct 14, 2008 11:33 pm

When you look at the current resources is their a way to use the different colour codes to know if that resource is good enough to max ber? I know the 960+ formula but not when it applies to resources with lower caps. Is there a percent minimum, use only resources in red or orange etc.

Any help would be great,

Okishib

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Savacc
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Re: resource cap colours

Post by Savacc » Wed Oct 15, 2008 7:03 am

When making harvesters, use only red stats.

Stat caps only apply if the schematic calls for a "named" resource, for example "Rhodium Steel" or "Alantium Carbonate Ore". Harvesters call for just "steel", "ore" or even more generic, "metal". In these cases, you need an actual stat of 960+ in the experimental properties.

Actually nothing in Architect uses Stat Caps. There are a couple furniture items that call for "named" resources, but resource quality does not matter in making furniture. Shipwrights need some knowlege of Stat Caps as do the makers of BM products.

Okishib
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Re: resource cap colours

Post by Okishib » Thu Oct 16, 2008 12:40 am

So what about the steels with caps less than 1000? How do you apply the 960+ to those?

Ibaum
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Re: resource cap colours

Post by Ibaum » Thu Oct 16, 2008 4:09 am

It's in what the schematic calls for. If a schematic calls for Steel it's on the 1000 scale. You can use any steel for it, but it still rates it out of 1000. If a schematic calls for Cubirian Steel, you can only use Cubirian Steel and it takes into account that Cubirian Steels can only reach...well whatever number Cubirian Steel can reach. In those schematics that call for a specific type of resource (HGPR, Lokian Leathery Hide, etc), and only in those, is resource cap considered. Any generic resource type (fiberplast, metal, etc) called for does not consider resource cap.

Edit: Nevermind. Listen to Z and Savaac, they're good at this stuff. :D
Last edited by Ibaum on Mon Oct 20, 2008 4:41 am, edited 1 time in total.
/Ibaum

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Zimoon
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Re: resource cap colours

Post by Zimoon » Thu Oct 16, 2008 8:38 am

Just a comment on the 4%, it is always 40 points added to the end result after doing all the math as mentioned in the chapter named Power Crafting in Beginners Guide for Traders.

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Savacc
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Re: resource cap colours

Post by Savacc » Thu Oct 16, 2008 9:16 am

Just to weigh in here, Zimoon is correct and the way Ibaum described how the 4% bonus gets applied is not how it is done.

In Z's guide, check out the chapter on Power Crafting to see examples of how the stat caps are applied as well as how the 4% (really +40) bonus is applied. (opps, I see Z already pointed you to his guide)

http://www.swgcraft.co.uk/forums/viewto ... ?f=6&t=460

Okishib
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Re: resource cap colours

Post by Okishib » Fri Oct 17, 2008 1:07 am

Kiirium Steel: CR 57 - 185, CD 46 - 150, DR 535 - 615, HR 628 - 692, MA 29 - 93, SR 535 - 615, UT 442 - 538

So for the current Kiirium (Quaddihiwecafoiide) on Bria, how would I figure out if it was worth mining for say AOMU's? With its UT being 443 I would go 443 * 1000 / 538 = 82.3% which is not good enough to meet the 96% or 960 needed - correct?

And as to the +40 points, am I correct to assume I add 40 points to my final weight or to each individual weight. Using the current Kiirium (Quaddihiwecafoiide) on Bria as an example again - HR - 641, SR - 600, UT - 443 I would calculate the following;

641 * 1000 / 692 = 92.6% or 926 of 1000 * .25 = 231.5
+
600 * 1000 / 615 = 97.6% or 976 of 1000 * .25 = 244
+
443 * 1000 / 538 = 82.3% or 823 of 1000 * .50 = 411.5

for a total combined weight of 887 which is 73 points short of whats needed correct? Now do I add 40 points to the 887 or do I have it all wrong?

Also, two other things;

Is it 96% or 960 needed to qualify as an acceptable resource or is it 961?

With the current Kiirium (Quaddihiwecafoiide) on Bria I used as an example why does the site have the SR listed as 97.5% when it should be rounded to 97.6%?

Thankx,
Okishib

P.S. Sorry if I have it all wrong - I love crafting but math isn't my strong point.

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Zimoon
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Re: resource cap colours

Post by Zimoon » Fri Oct 17, 2008 8:27 am

Go to Resource Usage and look up Kiirium Steel.

Hmm, no schematic is using that kind of steel (unless some schematics is missing, is it?). Then it is only useful as a generic Steel in schematics calling for Steel, or a less specified resource class. That is since the caps for Kiirium Steel is only useful in schematics calling for Kiirium Steel.

Then look at Resource Caps

Code: Select all

Steel
CR     CD     DR      HR      MA     OQ      SR      UT
1-800  1-650  1-1000  1-1000  1-400  1-1000  1-1000  1-1000
Only CR, CD, and MA have caps. The UT = 443 is not even close to 1000. However, if a schematics calls for Kiirium Steel it is, as you say 82.3%.

No, you should not add the 40 to the stats. Read through the chapter Power Crafting once again, it clearly says the 40 is added to the final result from the formula. That is, it is added when you have got the final weighed average from all resources that is used, all small bits and fractions included: number of units each resource, and their value with the accurate caps considered (the one the schematics calls for each resource slot). So, first the big math, then the 40 added to the result.

Since it is the weighed average that counts, even if a stat is inferior and does not reach 960, if any other stat may boost the entire end result. Lets say you combine two resources, 50 units of each, no caps, in a simple schematic with just two resource slots, one has 1000 on the only stat asked for, then the other resource can be as low as 920:
1000 + 920 = 1920 / 2 = 960 + 40 = 1000 = 100%

Or only one resource slot, but 50/50 for two stats, exactly the same values as above.

The math gets trickier when there are many resources, when their number of units differs, when caps are considered, when some resource do not have a stat asked for (which is valid and great if at least one resource has that stat), etc. Who said powe crafting in SWG was lame and silly? :D

/Zimoon

Okishib
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Re: resource cap colours

Post by Okishib » Fri Oct 17, 2008 6:26 pm

OK so when making things like AOMU only use steels with stats that can go to 1000 which leaves 2 usable steels; Duralloy and perhaps high statted Carbonite and if it happens to give a final combine of > 920 but < 960 I will be ok with the boost.

Correct?

Thankx for all the replies,
Okishib

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Zimoon
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Re: resource cap colours

Post by Zimoon » Fri Oct 17, 2008 7:06 pm

Yes, that is correct. But there are 4 steel that can go up to 1000 on HR, SR, and UT:
Hardened Arveshium Steel
Crystallized Bicorbantium Steel
Duralloy Steel
Mustafarian Steel

/Zimoon

Okishib
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Re: resource cap colours

Post by Okishib » Fri Oct 17, 2008 7:13 pm

Ya I forgot the statless ones and the musty stuff thankx a lot for your help.

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Zimoon
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Re: resource cap colours

Post by Zimoon » Fri Oct 17, 2008 7:19 pm

The cap-less steels are also called JTL-resources, since they were introduced when Jump To Lightspeed (JTL) came in the autumn of 2004.

/Z

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